Project Zomboid

Project Zomboid

[B42] Knox Event Expanded NPC mod [alpha v0.3.2-1]
Some bugs and problems I've found so far after 20-30 hours
Great mods, first and foremost! Thanks for all the great work. There are some problems I've found so far though...

1: NPC companions will sometimes just break, stop what their doing, following you, chopping wood, etc and stand there. No way to fix except restart the game. I noticed sometimes they do this when following you and get stuck on a wall or something.

2: Companions want to hunt and kill animals and livestock. Even animals in my care in what is considered my safe house, they will kill if not set to retreat. Not a huge deal because you can just press the retreat button but sometimes it sucks a lot to forget about it, and one of them guns down a cow I was about to get, or get to close to my safe house pens and kill a chicken randomly.

3: Medical checks have stopped working for me altogether. A couple days ago they worked by right clicking the physical NPC themselves and left clicking "medical check", now it seems that option has moved to a sub-menu of the right click menu, but every time I try to do a medical check it just throws an error code in the corner of the screen. Thank god they automatically apply heals.

There are also some questions I have that I have not found anywhere in discussions or comments...

What is the relation bar, what is it affected by and why does it raise/ lower? All my companions relation have steadily went down and I don't understand why. I've tried letting them rest a while, and just gave them food and water in their inv. to see if that helps but am not sure yet.

Do NPC's need to be given food and water regularly, will they search it out themselves?

Thanks again for the great experience! It reaally makes the game feel fresh by having someone to lean on and help out with, even if they are an AI lol. And so far the only other NPC mod for b42 is the bandits mod and I don't want to be constantly harassed by NPC's and raiders.
Last edited by Saygoodnight000; Jan 11 @ 5:44am
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Showing 1-2 of 2 comments
Snejk  [developer] Jan 11 @ 8:33am 
Originally posted by Saygoodnight000:
1: NPC companions will sometimes just break, stop what their doing, following you, chopping wood, etc and stand there. No way to fix except restart the game. I noticed sometimes they do this when following you and get stuck on a wall or something.
I have seen this very rarely as well but haven't narrowed down why it happens. Typically, pushing them over so they fall down will cause them to reset and get out of this stuck state. I remember seeing something about this in the Superb survivor code to handle this as well, but I can't really do it the same way and I haven't found the root cause. It's on my radar.

Originally posted by Saygoodnight000:
2: Companions want to hunt and kill animals and livestock. Even animals in my care in what is considered my safe house, they will kill if not set to retreat. Not a huge deal because you can just press the retreat button but sometimes it sucks a lot to forget about it, and one of them guns down a cow I was about to get, or get to close to my safe house pens and kill a chicken randomly.
I have heard multiple reports about this and I can't reproduce it. In case you didn't know, animals are in fact players in the code and are identified by calling isAnimal. I have this check in place, so I am really confused to why this happens (and to why I can't reproduce it myself). Does this only happen to animals in your care or is it universal to all animals?

Originally posted by Saygoodnight000:
3: Medical checks have stopped working for me altogether. A couple days ago they worked by right clicking the physical NPC themselves and left clicking "medical check", now it seems that option has moved to a sub-menu of the right click menu, but every time I try to do a medical check it just throws an error code in the corner of the screen. Thank god they automatically apply heals.
This is an issue I have not heard about before. Can you post the error here? I suspect some kind of mod incompatibility.

Originally posted by Saygoodnight000:
What is the relation bar, what is it affected by and why does it raise/ lower? All my companions relation have steadily went down and I don't understand why. I've tried letting them rest a while, and just gave them food and water in their inventory. to see if that helps but am not sure yet.
Relationships is gained by speaking with them and lost by either hurting them in any way, if you trespass their home, or if you rob them. The relationship gains from speaking to then is uncapped, so if you accidentally hit them, you can boost it back up easily. This is temporary, since there needed to be a balance to accidental friendly fire to make the mod playable at all.

In the future however, I want them to react to things happening causing you to lose relationship based on your actions. Not helping them or someone else in combat, trespassing someone else's house, robbing other people, killing someone, siding with someone else when they're having an argument (npc to npc interactions) etc. Basically, I want it to give your actions weight, so that everything you do actually matters.

Originally posted by Saygoodnight000:
Do NPC's need to be given food and water regularly, will they search it out themselves?
All stats are disabled e.g. hunger, thirst, fatigue, exhaustion, getting cold/hot etc. The reason for this is because they don't have any corresponding behaviors that handle taking care of these needs. The furthest I have gotten with any of these behaviors is food and that is the first one that will be enabled once I fix some more issues with combat. How it will work is that if they are at the safehouse and get hungry, they will find food in the safehouse themselves. If they are out scavenging on their own, they will automatically go and search for food, and if you are far enough away from the safehouse and they are following you, they will complain about being hungry up until a point where if you don't give them food, they will go off to get some food before returning. I am not 100% sure exactly how the rest will look, but I imagine it will be something similar.
Thanks for the very timely response! So for the animal thing, it is literally any animal close to them. So right now I have them following me close to my chicken coop, if i get within 10 or so tiles they will start gunning for the chickens. I could Probably stream this or send a video on here somehow if possible or discord if you want.

Moving onto medical checks, I tested to get a code before making the post, but it's just normally iuncreasing number starting from 1. So the first medical check I try is one, and any attempts from there will increase the "code number" by 1.

The relation thing makes a lot of sense! Didn't really dawn on me to try speaking to them more. Thanks!
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